Originally posted by Lana
(and I feel I must add that if it's at all possible to kick the Agent off the balcony, I'm going to want to try it)
I wouldn't do that. If you kick him over the balcony, he lands in the Rock Garden, where there are already 5 agents.
And I'm just going to listen to BB and swap out LA for ST.
Originally posted by RocasAtoll
I wouldn't do that. If you kick him over the balcony, he lands in the Rock Garden, where there are already 5 agents.And I'm just going to listen to BB and swap out LA for ST.
Yeah, I know...it's just something I'd like to do.
Probably wouldn't be possible without dragging out the fight longer than necessary anyway. I'd just like to try it at some point.
Ok...
We can get three people through the door this turn...
So Since Mors And Melis are already attacking. And I'm gonna attack the Agent with the shotgun... (I Do get a close range bonus with Mr. Shotty remember...)
That means Heph, Mirage and Hawk go through the door now,
Because I Don't believe the agent is blocking it, he's just in our midst...
Another six from you guys for initiative, and a good time for it too!
Klez throws himself behind a big ornamental fountain this turn as the Osprey closes in. Dallas has gone for similar cover where he is, but this means he cannot get ahead of the Agent.
Ares looses off some fire at the door-blocking Agent; his four successes causes it to lose another three pool this turn.
Balder has found a small stone statue to perch behind; not much cover but better than nothing. His double load of fire at the Agent effectively precludes it from acting this turn, after four Bullet Swerves. Extra fire is wasted.
San moves into attack that Agent. Of course, as he is in the doorway, she is now blocking everyone's shots at him.
San, on thirteen dice, rolls five, three and three successes, for eleven damage. Immediately her blurring knives make a mess of his suit, the moment he finishes swerving.
Mors actively misses!
Berserker, your instructions are unclear; it seems like you want to go backwards? I am making that a 'no action' from you.
Burn... well, yes you would had you not ended up in a melee combat (with that Agent) with a weapon too big to be used in melee combat. The Agent grabs your gun arm and forces it to one side.
Barbarossa fires at Agent C. Two successes makes it lose one pool.
Hawk and Mirage have been agitating to go through the door for a while, so through they go. I don't have anything similar with Heph though.
Bad guys...
The Osprey liberally sprays the outside area. An eight dice gun attack, base damage three, on all there. Incidnetally, Berserker is due four damage back due to two attacks where I forgot Walking Willow, so he comes out this turn the same as he went in!
Cloud, that Osprey certainly gets a good run on you, as you try and catch up with Dallas!
Klez and Sirin, your cover is blown apart but you are fine. Marduk taps King on the Water as he runs forwards and is kept safe.
That Osprey goes past; a second moves into position this turn and will fire on the next!
Cloud, you also get somewhat SWATed this turn. And then, Agent C steps in front of you, grinning. Agent A goes for Dallas.
Sirin is the one who has not moved enough on the chase... Agent E has rounded your (demolished) cover and smiles... gun levelled at you.
In the corridor....
Agent F jabs his other arm into Burn; three damage. B fires at Melis for no effect; annoyed, he drops his gun.
Heph and Mors are shot at, but not that much as there is little space for people to get shots at them.
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MONASTERY BATTLE: Turn 11
Rock garden
Berserker 11 (9/36) (Step 2, far side) ST SS BS AL IB HT CF SE WW NO DM LA
Knives
Barbarossa 11 (10/6/19) (Step 2, far side) DM CF SP JE PM ST BS HL HC IB EE BT
Twinned Swords
Knives
Desert Eagle (1/5)
Cloud 11 (8/28) (Step 3, far side) CF ST LA SS HL HT VG JE SP PM PW HC
Sword
Twinned Swords
Dallas 9 (Step 3, far side): 8
Klez 11 (4/9/13) (Step 2) KW HL BB CC EE LR BT
Machine Pistols x2 (2/3) (3/3)
Melkor 9 (5/6/29) (Step 1, far side) DM ST SS HT DiM HL CC LR BT EE
H&K (5/1)
Sirin 11 (6/5/5) (Step 1, Far Side) CF DM ST LA HL HT DiM VG BB CC EE
Light Machine Pistol x4 (1/3/3/3)
Marduk 10 (Step 2): 8
SWAT x10 (Top, far side): 0
SWAT x6 (Step 5): 0
Agent A (Step 4, near side): 0
Agent C (Step 3): 0
Agent D (Step 5): 0
Agent E (Step 1, far side): 0
---
N/S Corridor
Hephaestus 9 (8/8) (South) PW CF ST SE AL WW SC NO HL DiM VG HT
Mors 11 (8/4/7) (South) CF KW DM ST LA SS BS HC HT JE SP PM
Katana
Sais
Glock 19 (1)
Melis 11 (11/22) (South) CF DM ST LA SS BS SE HC HL HT VG LB
Spear
Burn 11 (10/10) (South) HL KW CC EE LR 10B StS
Shotgun* (8/1)
Ingrams (2/7)
SWAT x3 (North): 0
SWAT x5 (South, north of you guys): 0
Agent F (South, north of you guys): 0
Agent B (South, in the midst of you guys): 0
SWAT x1 (South, in the midst of you guys): 0
---
Balcony
Ares 11 (10/4) (Main room) PW HL CC EE LR BT 10B
MAC 10 (1/11)
Balder 11 (6/6/18) (Main room) DM CF SS LA ST DF BB LR EE SS
2x Beretta 93R (2/8) (2/8)
Nunchuks
Fire 10 (7/6/3) (Main room) DM ST LA BS HC AL HL SS JE HT PW SE CC
Silver Katana*
Ingrams (5)
H&K (5)
Azrael 11 (9/7/4) (Main room) CF KW LA ST HL HT DiM HC AL WW BB StS
4 Light Machine Pistols (3/3/3/3)
4 Light Pistols (6/6/6/6)
Helios 11 (6/5/12) (Main room) ST KW BS HC VG HL HT LR BT SS SE
Glock 19s x2 (1/6) (2/6)
San 11 (11/2) (Main room) PW CF ST BS HC AL NO SC WW HL VG IB
Knives
Hawk 11 (6/5/12) (South) CF ST BS SE HC JE SP PM BB CC LR
Twinned Swords
Sword*
Mirage 11 (South) (9/7/0) PW CF ST SS HC HL HT JE SP PM CC LR
Sais
Machine Pistol (3/10)
Agent G (Main room): 13
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Card- 6H
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Hmm. I did try and help you guys last turn.
"It's WAY too slow, all trying to crowd through that door."
Is what I said, and it is even more true now. No wonder Fire has no viable action; you guys are still using the same failed strategy even after it is clear it is failed. The Operators have both told you that you must keep moving but your plan involves the majority of the team standing still, and creating bottleneck after bottleneck which is making it piss easy for the bad guys to block you! I mean, what is that crowd in the balcony room going to do now? It will take as long to get them out as to get them in...